Пример #1
0
        public override void AI()
        {
            if (npc.life < npc.lifeMax / 4)
            {
                if (!rage)
                {
                    rage = true;
                    Main.NewText("VOID's form begins to destabilize", Color.LightCyan);
                }
                music = mod.GetSoundSlot(SoundType.Music, "Sounds/Music/Pinch");
            }

            Lighting.AddLight(npc.Center, 0, .1f, .3f);
            isCharging = false;
            Player  player = Main.player[npc.target];
            Vector2 targetPos;

            npc.TargetClosest();
            SuckPlayer();

            switch ((int)npc.ai[0])
            {
            case 0:     //fly to corner for dash

                if (!AliveCheck(player))
                {
                    break;
                }
                targetPos    = player.Center;
                targetPos.X += 430 * (npc.Center.X < targetPos.X ? -1 : 1);
                targetPos.Y -= 430;
                Movement(targetPos, .7f);
                if (++npc.ai[1] > 180 || Math.Abs(npc.Center.Y - targetPos.Y) < 100)     //initiate dash
                {
                    npc.ai[0]++;
                    npc.ai[1]     = 0;
                    npc.netUpdate = true;
                    npc.velocity  = npc.DirectionTo(player.Center) * 45;
                }
                break;

            case 1:     //dashing
                isCharging = true;
                if (npc.Center.Y > player.Center.Y + 500 || Math.Abs(npc.Center.X - player.Center.X) > 1000)
                {
                    npc.velocity.Y *= 0.5f;
                    npc.ai[1]       = 0;
                    if (++npc.ai[2] >= Repeats() - 1)     //repeat three times
                    {
                        npc.ai[0]++;
                        npc.ai[2] = 0;
                    }
                    else
                    {
                        npc.ai[0]--;
                    }
                    npc.netUpdate = true;
                }
                break;

            case 2:
                npc.velocity *= 0;
                if (npc.ai[1] < 90)
                {
                    if (npc.ai[3] < Repeats() - 1)
                    {
                        if (Main.netMode != NetmodeID.MultiplayerClient)
                        {
                            npc.ai[2]++;
                        }
                        int teleportRate = npc.life < npc.lifeMax / 4 ? 15 : 30;
                        if (npc.ai[2] >= teleportRate)     // + lasers
                        {
                            Teleport();
                            Starblast();
                            npc.ai[3]    += 1;
                            npc.ai[2]     = 0;
                            npc.netUpdate = true;
                        }
                        break;
                    }
                    else
                    {
                        npc.ai[0]++;
                        npc.ai[1] = 0;
                        npc.ai[2] = 0;
                        npc.ai[3] = 0;
                    }
                }
                break;

            case 3:     //prepare for queen bee dashes
                if (!AliveCheck(player))
                {
                    break;
                }

                if (++npc.ai[1] > 60)
                {
                    targetPos    = player.Center;
                    targetPos.X += 400 * (npc.Center.X < targetPos.X ? -1 : 1);
                    Movement(targetPos, 1f);
                    if (npc.ai[1] > 180 || Math.Abs(npc.Center.Y - targetPos.Y) < 40)     //initiate dash
                    {
                        npc.ai[0]++;
                        npc.ai[1]       = 0;
                        npc.netUpdate   = true;
                        npc.velocity.X  = -40 * (npc.Center.X < player.Center.X ? -1 : 1);
                        npc.velocity.Y *= 0.1f;
                    }
                }
                else
                {
                    npc.velocity *= 0.9f;     //decelerate briefly
                }
                break;

            case 4:
                isCharging = true;

                if (++npc.ai[1] > 240 || (Math.Sign(npc.velocity.X) > 0 ? npc.Center.X > player.Center.X + 900 : npc.Center.X < player.Center.X - 900))
                {
                    npc.ai[1] = 0;
                    npc.ai[2] = 0;
                    if (++npc.ai[3] >= 3)     //repeat dash three times
                    {
                        Teleport();
                        npc.ai[0]++;
                        npc.ai[3] = 0;
                    }
                    else
                    {
                        npc.ai[0]--;
                    }
                    npc.netUpdate = true;
                }

                if (npc.ai[1] % 20 == 0)
                {
                    int a = Projectile.NewProjectile(npc.Center, Vector2.Zero, ModContent.ProjectileType <VoidVortex>(), npc.damage / 2, 3);
                    Main.projectile[a].Center = npc.Center;
                }
                if (npc.ai[1] % 30 == 0)
                {
                    if (npc.life < npc.lifeMax / 3)
                    {
                        Starblast();
                    }
                }
                break;

            case 5:     //Prep Deathray
                if (!AliveCheck(Main.player[npc.target]))
                {
                    break;
                }

                npc.velocity *= 0;

                if (!CUtils.AnyProjectiles(ModContent.ProjectileType <VoidraySmall>()))
                {
                    float dir = Pi2 / 8;

                    if (Main.rand.NextBool() || npc.life < npc.lifeMax / 2)
                    {
                        dir = 0;
                    }

                    int loops = (npc.life < npc.lifeMax / 2 ? 8 : 4);

                    for (int l = 0; l < loops; l++)
                    {
                        float LaserPos = Pi2 / loops;
                        float laserDir = LaserPos * l + dir;
                        Projectile.NewProjectile(npc.Center, (npc.rotation + laserDir).ToRotationVector2(), ModContent.ProjectileType <VoidraySmall>(), npc.damage / 4, 0f, Main.myPlayer, laserDir, npc.whoAmI);
                    }
                }

                if (++npc.ai[2] > 60)
                {
                    npc.ai[0]++;
                    npc.ai[1] = 0;
                    npc.ai[2] = 0;

                    if (Main.netMode != NetmodeID.MultiplayerClient)
                    {
                        npc.TargetClosest(false);
                    }

                    if (npc.life < npc.lifeMax / 2 && Main.netMode != NetmodeID.MultiplayerClient)
                    {
                        int choice = Main.rand.Next(2);
                        if (choice == 0)
                        {
                            Main.PlaySound(SoundID.Item73, (int)npc.position.X, (int)npc.position.Y);
                            int a = Projectile.NewProjectile(npc.Center, new Vector2(0f, -12f), mod.ProjectileType("VoidShot"), npc.damage / 2, 3);
                            Main.projectile[a].Center = npc.Center;
                            int b = Projectile.NewProjectile(npc.Center, new Vector2(0f, 12f), mod.ProjectileType("VoidShot"), npc.damage / 2, 3);
                            Main.projectile[b].Center = npc.Center;
                            int c = Projectile.NewProjectile(npc.Center, new Vector2(-12f, 0f), mod.ProjectileType("VoidShot"), npc.damage / 2, 3);
                            Main.projectile[c].Center = npc.Center;
                            int d = Projectile.NewProjectile(npc.Center, new Vector2(12f, 0f), mod.ProjectileType("VoidShot"), npc.damage / 2, 3);
                            Main.projectile[d].Center = npc.Center;
                        }
                        else
                        {
                            int a = NPC.NewNPC((int)npc.Center.X, (int)npc.Center.Y, ModContent.NPCType <Enemies.AbyssGazer>());
                            Main.npc[a].Center = npc.Center + new Vector2(0, 60);
                            int b = NPC.NewNPC((int)npc.Center.X, (int)npc.Center.Y, ModContent.NPCType <Enemies.AbyssGazer>());
                            Main.npc[b].Center = npc.Center + new Vector2(0, -60);
                            int c = NPC.NewNPC((int)npc.Center.X, (int)npc.Center.Y, ModContent.NPCType <Enemies.AbyssGazer>());
                            Main.npc[c].Center = npc.Center + new Vector2(-60, 0);
                            int d = NPC.NewNPC((int)npc.Center.X, (int)npc.Center.Y, ModContent.NPCType <Enemies.AbyssGazer>());
                            Main.npc[d].Center = npc.Center + new Vector2(-60, 0);
                        }
                        npc.netUpdate = true;
                    }
                }
                break;

            case 6:     //firing mega ray

                npc.velocity *= 0;

                if (++npc.ai[1] > 180)
                {
                    npc.velocity *= .98f;
                    npc.ai[0]++;
                    npc.ai[1]     = 0;
                    npc.ai[3]     = 0;
                    npc.netUpdate = true;
                }
                break;


            case 7:     //prepare for fishron dash
                if (!AliveCheck(player))
                {
                    break;
                }
                targetPos = player.Center + player.DirectionTo(npc.Center) * 600;
                Movement(targetPos, 0.6f);
                if (++npc.ai[1] > 20)
                {
                    npc.ai[0]++;
                    npc.ai[1]     = 0;
                    npc.netUpdate = true;
                    npc.velocity  = npc.DirectionTo(player.Center) * 40;
                }
                break;

            case 8:     //dashing
                isCharging = true;
                if (++npc.ai[1] > 40)
                {
                    npc.ai[1] = 0;
                    npc.ai[2] = 0;
                    if (++npc.ai[3] >= Repeats())
                    {
                        npc.ai[0]++;
                        npc.ai[3] = 0;
                    }
                    else
                    {
                        npc.ai[0]--;
                    }
                    npc.netUpdate = true;
                }
                break;

            case 9:     //hover nearby, shoot lightning
                if (!AliveCheck(player))
                {
                    break;
                }

                npc.velocity *= 0;

                if (++npc.ai[2] > 60)
                {
                    Teleport();
                    npc.ai[2] = 0;
                    if (Main.netMode != NetmodeID.MultiplayerClient)     //spawn lightning
                    {
                        if (npc.life < npc.lifeMax / 2)
                        {
                            float dir = Pi2 / 8;

                            if (Main.rand.NextBool())
                            {
                                dir = 0;
                            }

                            for (int l = 0; l < 4; l++)
                            {
                                float   LaserPos = Pi2 / 4;
                                float   laserDir = LaserPos * l + dir;
                                Vector2 velocity = (npc.rotation + laserDir).ToRotationVector2();
                                Projectile.NewProjectile(npc.Center, velocity, ModContent.ProjectileType <VoidShock>(), npc.damage / 4, 0f, Main.myPlayer, velocity.ToRotation(), 0f);
                            }
                        }
                        else
                        {
                            float dir = (float)Math.PI;

                            if (Main.rand.NextBool())
                            {
                                dir = 0;
                            }

                            for (int l = 0; l < 2; l++)
                            {
                                float   LaserPos = Pi2 / 2;
                                float   laserDir = LaserPos * l + dir;
                                Vector2 velocity = (npc.rotation + laserDir).ToRotationVector2();
                                Projectile.NewProjectile(npc.Center, velocity, ModContent.ProjectileType <VoidShock>(), npc.damage / 4, 0f, Main.myPlayer, velocity.ToRotation(), 0f);
                            }
                        }
                    }
                }
                if (++npc.ai[1] > 360)
                {
                    npc.ai[0]++;
                    npc.ai[1]     = 0;
                    npc.ai[2]     = 0;
                    npc.ai[3]     = npc.Distance(player.Center);
                    npc.netUpdate = true;
                }
                break;

            case 30:
                if (npc.ai[1]++ > 80)
                {
                    npc.ai[0]          = 0;
                    npc.dontTakeDamage = false;
                    npc.ai[1]          = 0;
                }
                break;

            default:
                npc.ai[0] = 0;
                goto case 0;
            }

            for (int m = npc.oldPos.Length - 1; m > 0; m--)
            {
                npc.oldPos[m] = npc.oldPos[m - 1];
            }
            npc.oldPos[0] = npc.position;

            npc.rotation = 0;

            if (npc.dontTakeDamage)
            {
                npc.ai[0] = 30;
            }
        }
Пример #2
0
        public override void AI()
        {
            if (!title)
            {
                CSkies.ShowTitle(npc, 1);
                title = true;
            }

            npc.TargetClosest();
            if (!Main.dayTime)
            {
                if (npc.alpha <= 0)
                {
                    npc.alpha = 0;
                }
                else
                {
                    Dust.NewDust(npc.position, npc.width, npc.height, 17, npc.velocity.X * 0.2f, npc.velocity.Y * 0.2f, DustID.Electric, Color.White, 1f);
                    npc.alpha -= 3;
                }
            }
            else
            {
                if (npc.alpha >= 255)
                {
                    npc.active = false;
                }
                else
                {
                    Dust.NewDust(npc.position, npc.width, npc.height, 17, npc.velocity.X * 0.2f, npc.velocity.Y * 0.2f, DustID.Electric, Color.White, 1f);
                    npc.alpha += 3;
                }
            }

            if (internalAI[3] == 0)
            {
                if (Main.netMode != NetmodeID.MultiplayerClient)
                {
                    for (int m = 0; m < StarCount; m++)
                    {
                        int projectileID = Projectile.NewProjectile(npc.Center, Vector2.Zero, mod.ProjectileType("Star"), npc.damage, 4, Main.myPlayer);
                        Main.projectile[projectileID].Center    = npc.Center;
                        Main.projectile[projectileID].velocity  = new Vector2(MathHelper.Lerp(-1f, 1f, (float)Main.rand.NextDouble()), MathHelper.Lerp(-1f, 1f, (float)Main.rand.NextDouble()));
                        Main.projectile[projectileID].velocity *= 8f;
                        Main.projectile[projectileID].ai[0]     = m;
                    }
                    internalAI[3] = 1;
                    npc.netUpdate = true;
                }
            }
            if (internalAI[1] < 120)
            {
                internalAI[1] += 2;
            }
            else
            {
                internalAI[1] = 120;
                npc.netUpdate = true;
            }

            BaseAI.AISpaceOctopus(npc, ref npc.ai, .2f, 6, 270, 70, null);

            if (Main.netMode != NetmodeID.MultiplayerClient)
            {
                if (internalAI[2]++ > 100)
                {
                    FireLaser(npc);
                    internalAI[2] = 0;
                    npc.netUpdate = true;
                }
                if (npc.ai[2]++ == (Main.expertMode ? 501 : 701))
                {
                    internalAI[0] += 1;
                    npc.netUpdate  = true;
                }
                if (!CUtils.AnyProjectiles(ModContent.ProjectileType <Star>()))
                {
                    npc.ai[2]     = 0;
                    internalAI[0] = 0;
                    internalAI[1] = 0;
                    internalAI[2] = 0;
                    internalAI[3] = 0;
                    npc.netUpdate = true;
                }
            }
            npc.rotation = 0;

            for (int m = npc.oldPos.Length - 1; m > 0; m--)
            {
                npc.oldPos[m] = npc.oldPos[m - 1];
            }
            npc.oldPos[0] = npc.position;
        }
Пример #3
0
        public override void AI()
        {
            if (!title)
            {
                CSkies.ShowTitle(npc, 3);
                title = true;
            }

            Lighting.AddLight(npc.Center, 0, 0f, .15f);
            npc.TargetClosest();
            if (!Main.dayTime)
            {
                if (npc.alpha <= 0)
                {
                    npc.alpha = 0;
                }
                else
                {
                    npc.alpha -= 5;
                }
            }
            else
            {
                if (npc.alpha >= 255)
                {
                    npc.active = false;
                }
                else
                {
                    npc.alpha += 5;
                }
            }

            if (internalAI[3] == 0 && npc.ai[3] < 1000)
            {
                if (Main.netMode != NetmodeID.MultiplayerClient)
                {
                    for (int m = 0; m < StarCount; m++)
                    {
                        int projectileID = Projectile.NewProjectile(npc.Center, Vector2.Zero, mod.ProjectileType("BlackHole"), npc.damage / 4, 4, Main.myPlayer, m);
                        Main.projectile[projectileID].Center    = npc.Center;
                        Main.projectile[projectileID].velocity  = new Vector2(MathHelper.Lerp(-1f, 1f, (float)Main.rand.NextDouble()), MathHelper.Lerp(-1f, 1f, (float)Main.rand.NextDouble()));
                        Main.projectile[projectileID].velocity *= 8f;
                    }
                    internalAI[3] = 1;
                    npc.netUpdate = true;
                }
            }
            if (internalAI[1] < 120)
            {
                internalAI[1] += 2;
            }
            else
            {
                internalAI[1] = 120;
                npc.netUpdate = true;
            }

            BaseAI.AISkull(npc, ref npc.ai, true, 11, 350, .05f, .07f);

            if (Main.netMode != NetmodeID.MultiplayerClient)
            {
                if (internalAI[2]++ > 200)
                {
                    FireLaser(npc);
                    internalAI[2] = 0;
                    npc.netUpdate = true;
                }
                if (npc.ai[3] == 1200f)
                {
                    npc.netUpdate = true;
                }
                else if (npc.ai[3] < 1200)
                {
                    npc.ai[3]++;
                    npc.netUpdate = true;
                    if (npc.ai[2]++ == (Main.expertMode ? 400 : 500))
                    {
                        internalAI[0] += 1;
                        npc.netUpdate  = true;
                    }
                }
                if (!CUtils.AnyProjectiles(ModContent.ProjectileType <BlackHole>()))
                {
                    npc.ai[2]     = 0;
                    internalAI[0] = 0;
                    internalAI[1] = 0;
                    internalAI[2] = 0;
                    internalAI[3] = 0;
                    npc.netUpdate = true;
                }
            }

            if (npc.ai[3] >= 1200f)
            {
                if (npc.ai[3] > (Main.expertMode ? 1500 : 1400))
                {
                    npc.ai[3]     = 0;
                    npc.netUpdate = true;
                }
                else
                {
                    npc.ai[3]++;
                }

                npc.ai[2]     = 0;
                npc.velocity *= .98f;
                if (VortexScale < 1f)
                {
                    VortexScale += .01f;
                }
                VortexRotation += .3f;

                for (int u = 0; u < Main.maxPlayers; u++)
                {
                    Player target = Main.player[u];

                    if (target.active && Vector2.Distance(npc.Center, target.Center) < 260 * VortexScale)
                    {
                        float   num3   = 6f;
                        Vector2 vector = new Vector2(target.position.X + target.width / 4, target.position.Y + target.height / 4);
                        float   num4   = npc.Center.X - vector.X;
                        float   num5   = npc.Center.Y - vector.Y;
                        float   num6   = (float)Math.Sqrt(num4 * num4 + num5 * num5);
                        num6  = num3 / num6;
                        num4 *= num6;
                        num5 *= num6;
                        int num7 = 4;
                        target.velocity.X = (target.velocity.X * (num7 - 1) + num4) / num7;
                        target.velocity.Y = (target.velocity.Y * (num7 - 1) + num5) / num7;
                    }
                }
            }
            else
            {
                if (VortexScale > 0f)
                {
                    VortexScale -= .05f;
                }
                VortexRotation += .05f;
            }

            npc.rotation = 0;

            for (int m = npc.oldPos.Length - 1; m > 0; m--)
            {
                npc.oldPos[m] = npc.oldPos[m - 1];
            }
            npc.oldPos[0] = npc.position;
        }
Пример #4
0
        public override void AI()
        {
            Player player = Main.player[npc.target];

            Vector2 targetPos;

            if (!npc.HasPlayerTarget)
            {
                npc.TargetClosest();
            }

            int   speed    = 16;
            float interval = .025f;

            if (npc.life < npc.lifeMax / 2)
            {
                if (!Phase2)
                {
                    npc.velocity *= .92f;

                    PhaseTimer++;

                    if (PhaseTimer == 120)
                    {
                        CombatText.NewText(npc.Hitbox, Color.Purple, "Target threat level underestimated. Engaging melee protocols.", true);
                    }
                    if (PhaseTimer >= 180)
                    {
                        Phase2        = true;
                        internalAI[0] = 6;
                    }

                    return;
                }
                speed    = 18;
                interval = .03f;
                music    = mod.GetSoundSlot(Terraria.ModLoader.SoundType.Music, "Sounds/Music/Novacore2");
            }

            if (npc.life < npc.lifeMax / 4)
            {
                Lighting.AddLight(npc.Center, Warning.R / 150, Warning.G / 150, Warning.B / 150);
                if (!WarningText)
                {
                    CombatText.NewText(npc.Hitbox, Color.Red, "ERROR. DRASTIC PHYSICAL DAMAGE TO CHASSIS! ASTRAL ENERGY LEAKS IMMINENT!", true);
                    WarningText = true;
                }
                music    = mod.GetSoundSlot(Terraria.ModLoader.SoundType.Music, "Sounds/Music/Pinch");
                speed    = 20;
                interval = .03f;

                if (Main.rand.Next(30) == 0)
                {
                    Lightning();
                }
            }
            else
            {
                Lighting.AddLight(npc.Center, Color.Purple.R / 150, Color.Purple.G / 150, Color.Purple.B / 150);
            }


            if (!MeleeMode)
            {
                BaseAI.AISkull(npc, ref npc.ai, true, speed, 280, interval, .05f);
            }

            OrbitterDist += 2f;
            if (OrbitterDist > 300)
            {
                OrbitterDist = 300;
            }

            CWorld.NovacoreCounter = npc.ai[2];

            if (MeleeMode)
            {
                internalAI[3]++;
                switch (internalAI[1])
                {
                    #region Diagonal Dashes
                case 0:
                    if (!AliveCheck(player))
                    {
                        break;
                    }
                    targetPos    = player.Center;
                    targetPos.X += 430 * (npc.Center.X < targetPos.X ? -1 : 1);
                    targetPos.Y -= 430;
                    Movement(targetPos, .7f);
                    if (internalAI[3] > 180 || Math.Abs(npc.Center.Y - targetPos.Y) < 100)     //initiate dash
                    {
                        internalAI[1]++;
                        internalAI[3] = 0;
                        npc.netUpdate = true;
                        npc.velocity  = npc.DirectionTo(player.Center) * 45;
                    }
                    break;

                case 1:     //dashing
                    if (npc.Center.Y > player.Center.Y + 500 || Math.Abs(npc.Center.X - player.Center.X) > 1000)
                    {
                        npc.velocity.Y *= 0.5f;
                        internalAI[3]   = 0;
                        if (++internalAI[2] >= Repeats() - 1)     //repeat three times
                        {
                            internalAI[1] = 0;
                            internalAI[2] = 0;
                            internalAI[3] = 0;
                            MeleeMode     = false;
                        }
                        else
                        {
                            internalAI[1]--;
                        }
                        npc.netUpdate = true;
                    }
                    break;
                    #endregion

                    #region Horizontal Dash
                case 2:     //prepare for queen bee dashes
                    if (!AliveCheck(player))
                    {
                        break;
                    }

                    if (internalAI[3] > 60)
                    {
                        targetPos    = player.Center;
                        targetPos.X += 400 * (npc.Center.X < targetPos.X ? -1 : 1);
                        Movement(targetPos, 1f);
                        if (internalAI[3] > 180 || Math.Abs(npc.Center.Y - targetPos.Y) < 40)     //initiate dash
                        {
                            internalAI[1]++;
                            internalAI[3]   = 0;
                            npc.netUpdate   = true;
                            npc.velocity.X  = -40 * (npc.Center.X < player.Center.X ? -1 : 1);
                            npc.velocity.Y *= 0.1f;
                        }
                    }
                    else
                    {
                        npc.velocity *= 0.9f;     //decelerate briefly
                    }
                    break;

                case 3:

                    if (internalAI[3] > 240 || (Math.Sign(npc.velocity.X) > 0 ? npc.Center.X > player.Center.X + 900 : npc.Center.X < player.Center.X - 900))
                    {
                        internalAI[3] = 0;

                        if (++internalAI[2] >= Repeats())     //repeat dash three times
                        {
                            internalAI[1] = 0;
                            internalAI[2] = 0;
                            internalAI[3] = 0;
                            MeleeMode     = false;
                        }
                        else
                        {
                            internalAI[1]--;
                        }
                        npc.netUpdate = true;
                    }
                    break;

                default:
                    internalAI[1] = 0;
                    goto case 0;
                    #endregion
                }
            }
            else
            {
                if (npc.ai[2]++ > AIRate)
                {
                    if (internalAI[0] != 5)
                    {
                        if (npc.velocity.X >= 0)
                        {
                            npc.rotation       += .06f;
                            npc.spriteDirection = 1;
                        }
                        else if (npc.velocity.X < 0)
                        {
                            npc.rotation       -= .06f;
                            npc.spriteDirection = -1;
                        }
                    }
                    else
                    {
                        npc.rotation += .03f;
                    }
                    switch (internalAI[0])
                    {
                    case 0:
                    case 1:
                    case 2:

                        #region Lightning
                    case 3:
                        if (!AliveCheck(Main.player[npc.target]))
                        {
                            break;
                        }

                        if (npc.localAI[0] == 0f)
                        {
                            npc.localAI[0] = 1f;
                            int     num833   = Player.FindClosest(npc.Center, 0, 0);
                            Vector2 vector62 = Main.player[num833].Center - npc.Center;
                            if (vector62 == Vector2.Zero)
                            {
                                vector62 = Vector2.UnitY;
                            }
                            closestPlayer = vector62.ToRotation();
                            npc.netUpdate = true;
                        }

                        if (npc.ai[2] % 45 == 0)
                        {
                            Main.PlaySound(SoundID.Item8, npc.position);
                            Vector2 vector71 = closestPlayer.ToRotationVector2();
                            Vector2 value56  = vector71.RotatedBy(1.5707963705062866) * (Main.rand.Next(2) == 0).ToDirectionInt() * Main.rand.Next(10, 21);
                            vector71 *= Main.rand.Next(-80, 81);
                            Vector2 velocity3 = (vector71 - value56) / 10f;
                            Dust    dust25    = Main.dust[Dust.NewDust(npc.Center, 0, 0, ModContent.DustType <Dusts.CDust>())];
                            dust25.noGravity = true;
                            dust25.position  = npc.Center + value56;
                            dust25.velocity  = velocity3;
                            dust25.scale     = 0.5f + Main.rand.NextFloat();
                            dust25.fadeIn    = 0.5f;
                            if (Main.netMode != NetmodeID.MultiplayerClient)
                            {
                                for (int a = 0; a < Repeats() + 1; a++)
                                {
                                    Vector2 vector72 = closestPlayer.ToRotationVector2() * 8f;
                                    float   ai2      = Main.rand.Next(80);
                                    Projectile.NewProjectile(npc.Center.X - vector72.X, npc.Center.Y - vector72.Y, vector72.X, vector72.Y, ModContent.ProjectileType <Novashock>(), 15, 1f, Main.myPlayer, closestPlayer, ai2);
                                }
                            }
                            npc.localAI[0] = 0;
                        }

                        if (npc.ai[2] > AIRate + 140 && Main.netMode != NetmodeID.MultiplayerClient)
                        {
                            AIChange();
                        }
                        break;
                        #endregion

                        #region Turrets
                    case 4:
                        if (!AliveCheck(Main.player[npc.target]))
                        {
                            break;
                        }
                        if (!AnyOrbitters)
                        {
                            OrbitterDist = 0;
                            for (int m = 0; m < TurretCount(); m++)
                            {
                                int projectileID = Projectile.NewProjectile(npc.Center, Vector2.Zero, ModContent.ProjectileType <NovaTurretProj>(), npc.damage, 4, Main.myPlayer);
                                Main.projectile[projectileID].Center    = npc.Center;
                                Main.projectile[projectileID].velocity  = new Vector2(MathHelper.Lerp(-1f, 1f, (float)Main.rand.NextDouble()), MathHelper.Lerp(-1f, 1f, (float)Main.rand.NextDouble()));
                                Main.projectile[projectileID].velocity *= 8f;
                                Main.projectile[projectileID].ai[0]     = m;
                            }
                        }
                        AIChange();
                        break;
                        #endregion

                        #region Lasers
                    case 5:     //Nova Beams
                        if (!AliveCheck(Main.player[npc.target]))
                        {
                            break;
                        }

                        npc.velocity *= .94f;

                        LaserAttack();

                        if (!CUtils.AnyProjectiles(ModContent.ProjectileType <NovaBeam>()) || !CUtils.AnyProjectiles(ModContent.ProjectileType <NovaBeamSmall>()) && !LaserShot)
                        {
                            AIChange();
                        }
                        break;
                        #endregion
                    }
                }
                else
                {
                    if (npc.velocity.X > 0)
                    {
                        npc.rotation += .03f;
                    }
                    else if (npc.velocity.X < 0)
                    {
                        npc.rotation -= .03f;
                    }
                    if (npc.life < npc.lifeMax / 2)
                    {
                        if (Shoot > 30)
                        {
                            if (Shoot % 10 == 0)
                            {
                                if (Main.netMode != NetmodeID.MultiplayerClient)
                                {
                                    Vector2 spinningpoint2 = 0 * Vector2.UnitX;
                                    spinningpoint2  = spinningpoint2.RotatedBy((Main.rand.NextDouble() - 0.5) * 0.78539818525314331);
                                    spinningpoint2 *= 8f;
                                    Projectile.NewProjectile(npc.Center.X, npc.Center.Y, spinningpoint2.X, spinningpoint2.Y, ModContent.ProjectileType <NovaRocket>(), npc.damage / 3, 0f, Main.myPlayer, 0f, 20f);
                                    if (Shoot > 60)
                                    {
                                        Shoot         = 0;
                                        npc.netUpdate = true;
                                    }
                                }
                                Main.PlaySound(SoundID.Item39, npc.Center);
                            }
                        }
                    }
                }
            }
        }